Sailor (First Mate)
Defense
AC: 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
HP: 63 (9 HD; 4d8+5d10+18)
Fort: +7 Ref: +6 Will: +6, +1 vs. fear
Defensive Abilities: bravery +1
Offense
Speed: 30 ft.
Melee: +1 short sword +15/+10 (1d6+6/17–20) or +1 short sword +13/+8 (1d6+6/17–20), +1 short sword +13/+8 (1d6+5/17–20) or +1 short sword +13/+8 (1d6+6/17–20), mwk whip +11 (1d3+1 nonlethal)
Ranged: mwk heavy crossbow +13 (1d10/19–20)
Space: 5 ft. Reach: 5 ft. (15 ft. with whip)
Special Attacks: weapon training (light blades +1)
Statistics
Str: 14 Dex: 18 Con: 14 Int: 8 Wis: 12 Cha: 10
Base Atk: +8 CMB: +10 CMD: 24
Feats: Athletic, Exotic Weapon Proficiency (whip), Improved Critical (short sword), Improved Two-Weapon Fighting, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (short sword)
Skills: Acrobatics +13, Climb +10, Craft (ships) +5, Intimidate +5, Knowledge (geography) +3, Knowledge (nature) +3, Linguistics +3, Perception +10, Perform (sing) +4, Perform (wind) +4, Profession (sailor) +12, Survival +5, Swim +13
SQ: armor training 1
Languages: Aquan, Common
Combat Gear: potion of water breathing, feather tokens (anchor, fan)
Other Gear: +1 breastplate, +1 short swords (2), masterwork heavy crossbow with 10 bolts, masterwork whip, ring of swimming, everburning torch, musical instrument (concertina or fife)
Description
Human expert 4/fighter 5
Boon A first mate can arrange for PCs to meet with a captain or merchant prince of their acquaintance, with a +2 circumstance bonus on Diplomacy checks because of the first mate’s reputation. He can also accompany PCs with a longboat and crew of four shipmates for up to 1 day.
A first mate is the loyal assistant to a ship’s captain. He oversees duties and discipline aboard ship, feared but always respected; he is able to entertain with a sea shanty one moment and ply his trusty lash or flashing cutlasses the next. A first mate could also be the warden of an exotic island prison. Away from their ships, first mates can be found with a traveling merchant quartermaster (CR 9), or a captain (CR 12).
Source: GameMastery Guide, p. 295
